Glass Issue and Question (in a Fighter)
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you can map texture to glass simply by creating a new node for the texture in texture library, then under material library, you refer to the texture image node name in the string value of Dc… making the glass DcDt.
As for the reason the glass doesn’t show, I’d have to guess as you cloned the model, there is likely some cross referencing going on. I had similar texture issues where the ship would look good in a base or on a planet, but soon as it launched to space, the textures reverted back to vanilla textures… even though I was pointing it to a whole different .mat file that didn’t have the vanilla textures inside.
What I had to do to fix this is use Freelancer XML Project to decompile the .cmp and .3db files… renamed them all, updated the xml files to point to the new names… then did the same thing with the image and .mat files. Make sure to select “extract images” when you run FL XML Project, else you probably won’t get the desired results. Once your xml files point to the custom named part (or image) files, run XMLUTF to convert the modded xml’s and texture files back to the .mat, .cmp and .3db files… After that, it’s just making sure the shiparch.ini file also points to the appropriate files.
As for the pilot looking 1.75 times the size, if I’m not mistaken, the pilot is loaded from shiparch.ini and should be same size regardless, unless you’ve cloned the ship_pilot.3db…
Edit:
I guess it’s important to add that I did not use a cloning tool, but copied the files from their vanilla folders, created new folder and renamed each file… then retextured through UTF and Freelancer XML Project… perhaps the scaling of the ship could be placing the glass and the “lid” in inappropriate areas… you may need a 3d editing utility to resolve that issue. :? -
Ah… Something I actually know the answer on. I was doing a little research on this matter, and I figured it out. Digital Anvil never used a glass texture, rather they use a color instead.
Research Ship: cv_elite.cmp (Ship from NY System)
After importing into Milkshape, I went to the Materials Tab and saw that there was no texture. Instead there was a light brown color being used that was slightly transparent. Color settings were:
Ambient: RGB=25
Specular: RGB=25
Emissive: RGB=25
Diffusive: R=167,G=135,B=81
and the Transparent bar was set above the “o” in None.In UTF Editor I found the texture in the Material Library and found these Nodes:
Material Library
->cv_glass
–>Type
–>Dc
–>Oc
The data for each node was
Type…DcDtOcOt
Dc…The color in a 0.xxxxxx RGB color hexadecimal number
Oc…0.800000 <-the percentage of transparency, 80% in this case
…0.000000 <-a second number needed for the transparency, don’t know why.Now if you were to look in the mat file rh_playerships.mat as shown in my glassrearch.jpg file, you would see the r_glass in the Material Library, but not the Texture Library. This is how it was done.
Fus
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I did it the way Fusion suggested for about a week before I got sick of looking at a single color on my ship that didn’t match the rest of the texturing even though the colors were about a 98% match… so I found this way to texture the glass…
Add a node under texture library for the image you want to texture the glass to… then in material library, type is DcDt, no Dc node necessary (but may still control transparency/opacity; not sure as I did the transparency in the .tga file)…
Dt_name string value should be the name of the node under texture library.That is, of course, if you don’t want just one standard color for the glass… ex) a camouflage texture would prob want textured glass…